Indie Horror Roguelikes

Date

August 23, 2016

So, I finally have full progression implemented. It took about a week (with a couple days of playing stellaris, sorry) , but it is finally implemented.I still have some miscellaneous fun things I want to do, a name generator for items that is better than the current one , things like adding helmets, and boots , etc. and having those together defend you from 1 or 2 elements partially,. But the basis (chest pieces, numerous types of weapons) are in. And you could theoretically play the game infinitely for infinite progression because all the items are dynamically generated based on how deep you are and their types.

Weapons can now be of 6 different types, with a rare variant for each type.

Swords

Metal Swords, Poison Swords, and Fire Swords are weapons that do a specific type of damage, for full power, but they are limited because they only do damage with one element.

Staffs

Staffs are a weapon that does both poison and fire damage (and magic, later), but they are limited because in comparison to a sword for example, they have the same amount of points possible, but they will assign it to both elements, so its like having two half damage elemental swords (with a random element).

Poison Daggers

Poison Daggers are a weapon that does both poison and physical damage.

Fire Daggers

Fire Daggers are a weapon that does both fire and physical damage.

Both types of daggers are limited because they do only a small amount of physical damage, but also do an okay amount of elemental damage.

So now the players will be making a choice as to what kinds of weapons they wish to use.

Armor

I also have armor, and armor can (currently) be of 3 types, fire armor, poison armor, and metal armor, they work similar to how the swords worked in the previous section, but I plan to add smaller armor pieces like helmets and boots later on, that will allow the player to further customize their characters to do and be defended by specific elements.

All these items are dynamically generated based on how deep in the dungeon you are.

(EDIT: Note, after I published the blog post, I realized these gifs were very low quality, I am sorry about that, ll get better ones up tomorrow, so you might as well skip past them to the end)

The items are also procedural (eg, there is a random element)

Me showing off a couple random samples of items in the arena, as you can see, the stats of these weapons varies quite a bit, and that is only for the first section and that is only a couple of them. Also you will notice I abandoned the idea of random/identifiable potions because there is enough randomness already!

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That dagger, is special, it took all its points and assigned it to physical damage, that happens sometimes.

I also have special items, which are called “rare” a rare item will show up as blue in the players inventory, and they have a +1 to all relevant statistics, so you can get armor that is rare on the first level for example, and that armor may fully protect you from one element for the entire next section.